U.S. patent application number 14/966462 was filed with the patent office on 2016-04-07 for geometric assembly.
The applicant listed for this patent is David Baszucki. Invention is credited to David Baszucki.
Application Number | 20160098165 14/966462 |
Document ID | / |
Family ID | 50486554 |
Filed Date | 2016-04-07 |
United States Patent
Application |
20160098165 |
Kind Code |
A1 |
Baszucki; David |
April 7, 2016 |
Geometric Assembly
Abstract
A drawing system has a computerized appliance having a processor
coupled to a data repository, software (SW) executing on the
processor, the software providing tools to enable a user to join
objects in a display, creating an assembled object, Upon the user
selecting to drag a first object in the display in a first
direction, the SW monitors geometric features of the first object
and of a second object in the display positioned in the first
direction, determines compatible join features of the first and
second objects, and upon the first and second objects being moved
within a preprogrammed threshold distance (TD) greater than zero in
the display, provides a join operation, bringing the compatible
join features of the first and the second object together, creating
an assembled new object.
Inventors: |
Baszucki; David; (Portola
Valley, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Baszucki; David |
Portola Valley |
CA |
US |
|
|
Family ID: |
50486554 |
Appl. No.: |
14/966462 |
Filed: |
December 11, 2015 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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13658172 |
Oct 23, 2012 |
9229605 |
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14966462 |
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Current U.S.
Class: |
715/769 |
Current CPC
Class: |
G06T 19/00 20130101;
G06F 3/04815 20130101; G06F 3/0486 20130101; G06F 3/04842 20130101;
G06F 3/04847 20130101; G06T 19/20 20130101; G06F 3/048 20130101;
G06F 3/04845 20130101 |
International
Class: |
G06F 3/0486 20060101
G06F003/0486; G06F 3/0484 20060101 G06F003/0484 |
Claims
1. A drawing system comprising: a computerized appliance having a
processor and coupled to a data repository; software (SW) executing
on the processor from a non-transitory medium, the software
providing tools to enable a user to join objects in a display,
creating an assembled object; and wherein, upon the user selecting
to drag a first object in the display in a first direction, the SW
monitors geometric features of the first object and of a second
object in the display positioned in the first direction, determines
compatible join features of the first and second objects, and upon
the first and second objects being moved within a preprogrammed
threshold distance (TD) greater than zero in the display, provides
a join operation, bringing the compatible join features of the
first and the second object together, creating an assembled new
object.
2. The drawing system of claim 1 wherein the join operation, once
the TD is reached, acts as a snap operation.
3. The drawing system of claim 1 wherein an assembled new object is
broken into the original first and second objects by dragging one
of the first and second object of the assembled new object in a
direction away from the other object by a distance equal to the
TD.
4. The drawing system of claim 3 wherein releasing a drag in the
direction away before the TD is reached allows the join to
re-assert, reproducing the assembled new object.
5. The drawing system of claim 1 wherein a user is enabled to copy
an assembled object into a virtual environment having one or more
physics engines, and the assembled object is treated as possessing
mass and velocity as joint properties.
6. The drawing system of claim 1 wherein a join may be broken by a
rapid click-and-drag movement, providing the original first and
second objects separately in the display.
7. A method for assembling objects in a drawing system, comprising
the steps of: (a) monitoring, by software executing on a processor
from a non-transitory medium, geometric features of a first object
selected and dragged in a display in a first direction, and
geometric features of a second object in the first direction; (b)
determining compatible geometric features that might be joined in
assembly between the first and second objects; and (c) as the first
object is moved within a preprogrammed threshold distance (TD)
greater than zero from the second object in the display, affecting
a join operation, bringing the compatible geometric features of the
first and the second object together creating an assembled new
object.
8. The method of claim 7 wherein the join operation, once the TD is
reached, acts as a snap operation.
9. The method of claim 7 wherein, once an assembly is accomplished,
click and drag effects operate on the new object as a whole.
10. The method of claim 7 wherein an assembled new object is broken
into the original first and second objects by dragging one of the
first and second objects of the assembled new object in a direction
away from the other object by a distance equal to the TD.
11. The method of claim 7 wherein a user is enabled to copy an
assembled object into a virtual environment having one or more
physics engines, and the assembled object is treated as possessing
mass and velocity as joint properties.
11. The drawing system of claim 1 wherein the join may be broken by
a rapid click-and-drag movement, providing the original first and
second objects separately in the display.
12. The method of claim 7 wherein the join may be broken by a rapid
click-and drag movement, providing the original first and second
objects separately in the display.
Description
CROSS REFERENCE TO RELATED DOCUMENTS
[0001] The present invention is a continuation application of
co-pending application U.S. Ser. No. 13/658,172, filed Oct. 23,
2012. All disclosure of the parent case is incorporated herein at
least by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention is in the technical area of image
generation and display, and pertains more particularly to a system
and methods for joining elements in assembly to create images of
articulated apparatus.
[0004] 2. Description of Related Art
[0005] It is well known in the imaging arts to display images using
software executing on computerized appliances. Audio-video
renditions, cartoons, movies, PowerPoint presentations and the like
are examples of such imaging techniques. It is also well-known to
create images using a drawing program for any of a variety of
purposes. Programs are commercially available, for example, for
machine designers, architects and the like to create drawings of
machine and assembly views of machines from the individual
elements.
[0006] There are broadly two sorts of drawing programs, termed
raster and vector (object-oriented). In a raster program, one moves
a cursor in a display, employing, for example, a trackball or a
pointer device like a computer mouse, and the software follows the
movements, and alters the display of pixels in the image in the
path of the cursor. The cursor in such a program, sometimes called
a Paint program, may be implemented as a point object, a broad
brush, an eraser, or any of a broad variety of other shapes and
effects as the cursor moves and pixels are programmed.
[0007] Raster images are pixel matrices, and as such, may be edited
by erasure, group selection and movement or group effect editing.
Such programs are mostly useful in artistic endeavors and not so
useful in technical areas like machine design.
[0008] The other broad category of computer aided-drawing programs
is the category of vector programs, also called object-oriented
programs. In this sort of program geometric elements are defined in
the program, such as lines, arcs, rectangles, circles, and many
other geometric shapes. One may select in a tool bar a line tool,
for example, then click at a first point on the display and drag to
a second point and release. The programming is such that a line
appears between the two points. The user may select a default line
weight and color, and once the line is displayed, the user may
select the line by any of a variety of ways, and cause the line to
display handles at the end points, or even at other points along
the line. The user may them grab a handle (by click and drag) and
lengthen, shorten or reorient the line.
[0009] Further the user may select an arc tool or a circle or
rectangle tool, or any of several other tools, and create other
objects in the display. The user can join these objects to create
pictures, such as representations of machine elements and the like.
In such systems typically a developing image is displayed in real
time, and each element is "remembered" by the drawing program, as
well as its placement in the display, and the overall assemblies of
atomic elements are remembered as well. The picture may be saved
with a file name, copied, printed, sent to others over the Internet
network and the like. Any such created drawing may be opened by a
user utilizing the object-oriented drawing program that created it,
or by another compatible program. There are commercially available
object-oriented drawing programs that may open drawing files
created by any one of several different programs. There is a wealth
of reference literature available regarding object-oriented drawing
programs which go into far greater detail than this simple
explanation.
[0010] A very important distinguishing feature of object-oriented
programs is that each element and assembly of elements is
remembered as an object. That is, each element and assembly has
stored properties, uniquely associated (by an ID number for
example). For a straight line the properties may include length,
width (line weight), color, dash effects, end treatment (ends may
be squared, pointed or rounded, for example. The placement of the
line in a particular drawing is remembered as well. This way, when
the program is directed to open a drawing file, every element and
assembly (objects) in the drawing may be properly rendered in the
drawing, by reference to the properties and placement coordinates
of the objects.
[0011] The present inventor is involved in the technology of
computerized gaming, wherein persons (displayed as avatars),
mechanical devices, landscapes, structures, water and many other
elements may be dynamically displayed, and wherein a player,
through input devices like the mentioned pointer device, as well as
joysticks, rollers, buttons and the like, and even through hand and
body gestures, may influence the movement and activities of avatars
and other elements in the game display. In such a game environment
physics simulation is used with virtual elements, objects, avatars
and the like to create a dynamic image that appears as nearly as
possible to conform to real expectations. A ball caused by a player
to be struck, like a golf ball, for example, should move in the
display, and react with other objects and surfaces as would be
expected in the real world. This is, as may be expected, a
computer-intensive process, requiring considerable software
sophistication and computer power.
[0012] In the development of new computer games the present
inventor is desirous of providing new and exciting capabilities to
players. One such desired capability is for a player to be able to
create apparatus (machines) with joined, moving parts, and to save
these user-created gadgets as tools, weapons and the like, and to
use them in games created by the user or others. A user might wish
to create, for example, a jointed throwing stick comprising two
rods joined by an elbow, having a cup for a ball on one rod end
away from the joint, and a handle for an avatar to grip on the
other rod end away from the elbow joint, such that an avatar might
place or pick up a ball in the cup, and then throw the ball using
the jointed throwing stick, enjoying a considerable mechanical
advantage by virtue of the length and the joint of the throwing
stick. This is a very simple example of what might be done by a
player, if the necessary tools were provided in the gaming
software. One might consider also creating vehicles, jet packs,
swimming and other water gear for use by avatars in various
ways.
[0013] In another example, it is a common practice in gaming and
other virtual world systems to provide a capability for a player to
build landscapes, buildings and other structures, and often
standardized "blocks" may be provided for the player to incorporate
into such organization. Virtual LEGO is a case in point.
[0014] In considering this desire for additional capability, and
how it might be provided, the inventor has been aware of the fact
that object-oriented drawing programs are in many case very
sophisticated, such a Autodesk.TM. and Solidworks.TM., by which a
designer may create images of very sophisticated machines, and all
of the piece parts and sub-assemblies that go together (assemble)
to make such a machine. Being that game players in many cases are
younger people without engineering training and experience, one
challenge is to simplify some of the intensive task flow that is
necessary in use of known object-oriented drawing programs. What is
clearly needed are software solutions to make it easier and more
intuitive for a user to create structures and jointed, moving
apparatus in a display, that may then be activated, used, and
treated by physics simulation to operate in a gaming or other
virtual environment appearing as "real` as possible.
BRIEF SUMMARY OF THE INVENTION
[0015] In an embodiment of the invention a drawing system is
provided, comprising a computerized appliance having a processor
and coupled to a data repository, software (SW) executing on the
processor from a non-transitory medium, the software providing
tools to enable a user to join objects in a display, creating an
assembled object, and wherein, upon the user selecting to drag a
first object in the display in a first direction, the SW monitors
geometric features of the first object and of a second object in
the display positioned in the first direction, determines
compatible join features of the first and second objects, and upon
the first and second objects being moved within a preprogrammed
threshold distance (TD) greater than zero in the display, provides
a join operation, bringing the compatible join features of the
first and the second object together, creating an assembled new
object.
[0016] In one embodiment the join operation, once the TD is
reached, acts as a snap operation. Also in one embodiment an
assembled new object is broken into the original first and second
objects by dragging one of the first and second object of the
assembled new object in a direction away from the other object by a
distance equal to the TD. Also in one embodiment releasing a drag
in the direction away before the TD is reached allows the join to
re-assert, reproducing the assembled new object. Also in an
embodiment a user is enabled to copy an assembled object into a
virtual environment having one or more physics engines, and the
assembled object is treated as possessing mass and velocity as
joint properties. And in one embodiment a join may be broken by a
rapid click-and-drag movement, providing the original first and
second objects separately in the display.
[0017] In another aspect of the invention a method for assembling
objects in a drawing system is provided, comprising steps of (a)
monitoring, by software executing on a processor from a
non-transitory medium, geometric features of a first object
selected and dragged in a display in a first direction, and
geometric features of a second object in the first direction, (b)
determining compatible geometric features that might be joined in
assembly between the first and second objects, (c) as the first
object is moved within a preprogrammed threshold distance (TD)
greater than zero from the second object in the display, affecting
a join operation, bringing the compatible geometric features of the
first and the second object together creating an assembled new
object.
[0018] In one embodiment of the method the join operation, once the
TD is reached, acts as a snap operation. Also in one embodiment,
once an assembly is accomplished, click and drag effects operate on
the new object as a whole. Also in one embodiment an assembled new
object is broken into the original first and second objects by
dragging one of the first and second objects of the assembled new
object in a direction away from the other object by a distance
equal to the TD. In one embodiment a user is enabled to copy an
assembled object into a virtual environment having one or more
physics engines, and the assembled object is treated as possessing
mass and velocity as joint properties. IN one embodiment the join
may be broken by a rapid click-and-drag movement, providing the
original first and second objects separately in the display. And in
one embodiment the join may be broken by a rapid click-and drag
movement, providing the original first and second objects
separately in the display.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
[0019] FIG. 1 is an illustration of two objects in a conventional
drawing program.
[0020] FIG. 2 is shows the two objects of FIG. 1 joined.
[0021] FIG. 3 illustrates two objects and join operations in an
embodiment of the present invention.
[0022] FIG. 4 illustrates one of the objects in FIG. 3 moved to a
specific position relative to the other.
[0023] FIG. 5 illustrates a further drag operation concerning the
objects of FIGS. 3 and 4.
[0024] FIG. 6 illustrates the objects of FIGS. 3, 4 and 5
joined.
[0025] FIG. 7 illustrates the two objects joined in a different
way.
[0026] FIG. 8 illustrates a further shaft object to be added to the
assembly created.
DETAILED DESCRIPTION OF THE INVENTION
[0027] FIG. 1 is an illustration of two objects 101 and 102 in a
conventional drawing program, the objects having features that
appear to admit to joining the two objects, if such joining might
be a goal of a user of the program. Object 101 is a rectangular
block having a through-hole 103 from surface 105. Hole 103 has an
inside diameter not shown, but certainly a part of the "properties"
of the object, stored in a coupled dB. Hole 103 has a longitudinal
axis 107 that happens to be perpendicular to surface 105.
[0028] Object 102 is quite similar in geometry to object 101, but
has a projection 104, that we might term a "knob". Knob 104 has an
outside diameter that is a part of the properties for that object,
also stored in the coupled dB. Further, cylindrical knob 104 has a
length and a longitudinal axis 108.
[0029] In conventional art, to join objects 101 and 102 as an
assembly, one sets constraints for a join operation. This involves
selecting the operation, selecting the two objects to be joined,
and constraining how they are to be joined. The constraint in this
example is imposed in this example by at least selecting the axes
107 and 108, and asserting that the constraint is to join with the
axes co-linear. Then initiating the join causes the objects to
align and come together, which will result in knob 104 entering
hole 103. The movement may be by the application or by the user. In
this example for the join to be accomplished the program must be
capable of 3D manipulation, because one or both of the objects will
have to reorient for the join to take place.
[0030] In a more general sense further constraints might be set.
Since the block objects have the same rectangular geometry in this
case, a user might also select surfaces 105 and 106 in a constraint
to join the surfaces. This will result in the knob entering the
hole to an extent that the surfaces are intimately together.
[0031] FIG. 2 illustrates the result of this conventional join
operation. Objects 101 and 102 are joined, such that axes 107 and
108 are co-linear, and surfaces 105 and 106 are adjacent. If the
length of knob 104 is longer than the width of object 101 in the
properties of the two objects, than knob 104 will project from the
"backside of the width of object 101. In the rendition shown it was
assumed that the length of the knob is equal to the width of object
101.
[0032] The skilled person will understand that this is a very
simple example to illustrate the principles and the operations
involved. The objects might be much more complicated than the
blocks shown in FIGS. 1 and 2, and the operations to join
(assemble) might be more complex as well. Differing geometry might
also impose additional constraints. But generally speaking the
illustration and the description show the principles involved in
conventional join operations with conventional drawing
programs.
[0033] The procedure described above for setting constraints and
affecting a join operation is exemplary, and the procedure may vary
somewhat from program to program. But the procedure will be quite
similar for just about all conventional programs. In point of fact,
most conventional programs in the art sub-programs are employed
that are provided by third-party enterprises, and may be common to
different programs. ACIS.TM. and Parasolid.TM., for example provide
a geometry engine that is used by different drawing programs.
DCubed.TM. provides a constraint engine. SolidWorks.TM. and
Autodesk Inventor.TM. provide programming for a 3D system for
construction of assemblies and machines. Adams.TM. and Havok.TM.
provide a physics engine by which objects, including assemblies and
machines, may be dynamically treated in a display as though they
have mass and velocity. Different drawing programs in the art may
use one or more of these subsystems. This is not to say that
licensed sub-systems are required. There is no real obstacle to
programmers providing every necessary function in a single robust
and unique program.
[0034] In an embodiment of the present invention constraints for
join are set automatically by reference to geometry, and in some
embodiments by further reference to user behavior, rather than
manually by selecting object elements and constraints, then moving
selected objects to join. FIG. 3 is an illustration of two objects
301 and 306. Object 301 is a forked element having two arms 302 and
303 separated by a slot 309. Arms 302 and 303 are equal in width
and length, and each have a rounded end with a hole (304 and 305).
The holes have the same diameter, and are aligned with a common
axis 306.
[0035] Object 306 in FIG. 3 is a single arm with a rounded end and
a hole near the rounded end, the hole having an inside diameter the
same as holes 304 and 305 of object 301. The height of object 306
is the same as object 301, and the width of object 306 is slightly
less than the width of slot 309 of object 301.
[0036] It is quite well known in the art that every atomic element,
grouped collection of elements, object, and assembly in a drawing
has a stored set of properties. The properties are generated as
objects are created in the drawing program and saved. This is
necessary, including the orientation and placement of objects in a
drawing, because, for example, if a drawing file is closed, and
then subsequently reopened, it is by reference to the stored
properties that the drawing can again be displayed, edited or
printed. Further still, one very valuable technique in drawing
programs is to be able to duplicate elements and objects, and copy
them to, for example, into other drawings.
[0037] In FIG. 3 properties for object 301 are shown in box 310,
and properties for object 306 are shown in box 311. Again, this is
exemplary only, and these properties are not normally shown in a
display of a drawing, and may be kept and ordered differently in
different drawing programs.
[0038] In this example the parts were drawn originally having
dimensions such that they might be assembled. This is not a
limitation in the invention, which will operate regardless of the
geometric nature of objects, but will aid in description of the
invention. The width of object 306 was made to be 0.49 units, so it
would slip conveniently into slot 309 of object 301, should a user
wish to make that assembly.
[0039] In an embodiment of the present invention, a user might
select one of objects 301 and 306, and move the selected object.
For sake of description assume that object 306 is selected. In an
embodiment of the invention a SW Assembly Engine 312 of the overall
SW of the drawing program begins to monitor properties of selected
object 306 and the drag behavior of the user. This Assembly Engine
is unique to the present invention, and if operates any time a user
selects and drags an object. In some embodiments the Assembly
Engine may be enabled and disabled by the user.
[0040] Now the user drags object 306 toward object 301. The
direction of drag is considered as intent by Assembly Engine 312,
and the Assembly Engine begins to monitor properties of object 301
as well as those of object 306, because the user is dragging object
306 toward object 301. In some embodiments the user might select
both objects before moving one toward the other, in which case the
intent by direction is not necessary. In some other embodiments,
only one object might be selected and dragged, and the direction
toward another object, and a certain distance to the other object
might both be used to infer intent. In either of these cases, once
the intent is determined the properties of both objects are being
monitored.
[0041] SW 312, as drag continues identifies features of both
objects 306 and 301 that are compatible for joining the two
objects, and properties of the features considered. In some
embodiments there are rules 313 governing how joins may be made,
and in some embodiments the rules are subject to edit and
configuration by a program provider or a user.
[0042] As a working example, assume the user has selected object
306 and has dragged object 306 a short way directly toward object
301. SW 312 considers this movement as user intent to possibly join
the two objects. This intent may have been determined by separation
closing to a pre-programmed distance. As the drag of object 306
toward object 301 continues SW 312 considers compatible join
features in the properties of the two objects. Several different
possible join scenarios may be considered. SW 312 may, for example,
consider that object 306 and object 301 each have flat outer
surfaces that might be joined in certain ways without impediment.
There are five such surfaces on each of the objects. Joining of
surfaces between the two objects may take many different forms,
with further possible constraints concerning edges and/or corners
of surfaces.
[0043] SW 312 may determine that there are two holes in object 301
and one in object 306 that are of the same inside diameter. This
may be considered as join scenario with a certain probability.
[0044] An important operation in some embodiments of the invention
is that the user's behavior in moving one of the objects toward the
other object effects the probabilities of the many different join
possibilities. If the user, for example, moves object 306 with axis
308 parallel to axis 306, but moves object 306 to the far side of
object 301, as seen in FIG. 4, the rules engine working with SW 312
will focus on a higher probability that the user intends to join
the objects with the facing surfaces. FIG. 5 illustrates that the
user has continued to drag object 306 toward object 301, and has
closed the separation to a small dimension, labeled TD. As this
occurs the SW increases the probability that the intent is to join
by the facing surfaces. As the user drags object 306 and the object
separation reduces to the pre-programmed threshold distance (TD) as
shown in FIG. 5, the assembly engine of the invention finishes the
intended join by joining the facing surfaces as shown in FIG. 6.
The final short move and placement from the TD separation to the
joined aspect, with the necessary redrawing of some of the features
of object 306 is accomplished as a "snap" adjustment, quite similar
to the "snap-to-grid" operation of many drawing programs, when that
feature is enabled.
[0045] Once the join is accomplished the user may modify it. For
example, the user may select object 306 and drag it left, right or
up or down in a plane with the facing surfaces joined, and release
it to a new position. The user may undo the join by dragging object
306 away from object 301 or 301 away from 306, but the system will
resist that operation by changing the cursor speed relative to
pointer movement. The user will have to move the cursor a
significantly greater distance in a direction to separate the
objects to cause any separation, and the user will have to move the
pointer at an initially rapid rate to effect any movement of the
object. And if the user lets go within the threshold distance the
objects will again snap to join. If the user drags one away from
the other beyond the threshold distance the join is broken, and the
dragged object can be released leaving it away from the previously
joined object, and subject to drag by normal cursor and pointer
movement.
[0046] If the user drags object 306 after the join in a direction
in the plane of the joined surfaces and toward closing the
separation of another feature that the SW determine is a valid join
constraint, the system will focus on the possibility and
probability of the new join constraint. Suppose the movement is
toward aligning hole 307 in object 306 with hole 304 in object 304.
Object 306 will move readily in the restrained plane, and if the
holes become close by the threshold distance, the join will be
affected with the holes aligned as well as the surfaces joined. The
final adjustment will be a snap, as before.
[0047] Edges and corners as well will be recognized by the Join
engine in embodiments of the invention as well as holes and
surfaces, as will other features that may be common enough in the
properties of each object for the Join engine to focus on, and
increase probability by determining intent by the user's behavior
in click-and-drag.
[0048] The user may move object 306 to the opposite side of object
301, may reverse the direction of the rounded end of object 306,
may move object 306 above or below object 301, and effect joins in
a similar manner as described above with reference to FIGS. 4, 5
and 6. A user may also join these two objects with object 306
fitted within slot 309 by dragging object 306 toward object 301,
and directing the rounded end of object 306 into the slot. As
object 306 approaches object 301 the assembly engine will focus
more on this particular join relationship as the most likely
(higher probability), such that as object 306 reaches object 301
the Join engine will act to cause object 306 to enter the slot,
which may require small adjustments in object placement in the
display by the SW rather than by the user. The user should notice
little effect except that object 306 will smoothly enter the slot,
and the join is made. The user can leave object 306 at any place he
or she might choose in slot 309, but the join engine will focus,
for example, on hole 307 in object 306 and holes 304 and 305 in
arms 302 and 303 of object 301, and if the TD is achieved, will
snap position to align the holes. If it is the user's intent to
accomplish the join with the holes aligned, the user only needs to
move the objects so that the holes are within the TD, and the
assembly engine will finish the job. FIG. 7 illustrates the objects
with this join accomplished.
[0049] In the joined aspect as shown in FIG. 7 the system will
resist moving one object out of the joined aspect, by changing the
cursor effects as described above. Normally dragging one object of
the assembly will drag the assembly. The user, may however, rotate
object 306 around object 301 with axis 306/308 as the axis of
rotation, even though there is no axle or hinge shaft in the
aligned holes. The user may, by quickly moving the cursor a longer
distance break the join by moving a constraint beyond the TD. From
the aspect of FIG. 7 the user may slide object 306 in slot 309 if
the cursor resistance is overcome, but object 306 joined in this
manner may not be rotated about an axis in the direction of its
length, or moved in the direction of axis 308 without also rotating
or translating object 301. The SW takes the object features into
account to restrain movements that would not be possible with real
objects.
[0050] If a close-fitting shaft object is joined to the assembly of
objects 306 and 301 through the aligned holes 304, 305 and 307,
then moving object 306 can only cause rotation of 306 around axis
306/308 relative to object 301, unless the shaft object is removed.
FIG. 8 illustrates such a shaft object positioned to follow the
join procedure in an embodiment of the invention. The join will be
accomplished in the same way by dragging shaft object 802 toward
the aligned holes of joined objects 306 and 301 as was described
above. It is needed that the outside diameter of the shaft be
nominally less than the OD of the holes for the join to be
accomplished, and the SW will know if the properties admit or do
not admit to a join.
[0051] Once the shaft is assembled, then, as described briefly
above, objects 306 and 301 may freely rotate about one another
around the rotation axis constrained by shaft 801. A difference now
is that the user cannot break objects 306 and 301 apart by a more
energetic drag, as would be possible if the shaft were not
assembled.
[0052] Although the objects described in embodiments above are
rather simple, and only a simple rotating joint has be described,
the descriptions are rather long and seem a bit complicated. In
operation, however, the system works rapidly, and the user may
accomplish joins very rapidly and intuitively with a minimum of
manipulation. The assembly engine of the invention simply monitors
the drag and drop behavior of the user, follows any rules that may
be set, determines most likely objects and constraints for join,
checks the objects' properties for compatible features, and
accomplishes the user-directed joins according to geometry.
[0053] It should be noted that users of a drawing program enhanced
with an assembly engine according to an embodiment of the present
invention may, of course, drag and drop objects for other purposes
than joining the objects in assembly. The assembly engine simply
works in the background, and if the user does not move objects
within the TD, the user notices no effect of the assembly engine.
The user in such a circumstance quickly becomes aware of the
programs behavior, and can use the enhanced features
intuitively.
[0054] In an embodiment of the invention a drawing program enhanced
with an assembly engine according to an embodiment of the present
invention is provided to players of video games and participants in
virtual worlds. In one embodiment a user, having access to the
program of the invention, may create vehicles, watercraft, weapons,
and other machinery that he or she may use in the virtual world or
video game. Once a machine is created and assembled, it may be
displayed in the virtual environment, and it will be acted upon by
one or more physics engines in the virtual environment to behave as
having mass and velocity, and will respond to induced forces
according to the laws of physics. For example, the pivoted assembly
described above may be a part of a tractor assembly, and the user
may add springs and motive devices attached to parts in different
ways. Object 306 might be an arm of a backhoe, for example, and the
arm will behave as though it has weight, and the weight will have
to be supported by some force-producing element, or it will fall,
rotating around the pivot shaft. Force-producing elements may be
commanded in various ways in such an environment to cause dynamic
activity of assemblies.
[0055] It was described above that objects have properties, and SW
312 will consult properties of the objects to determine whether
there are features that may be joined. The user will need to create
the objects to have compatible properties, or will have to find and
copy objects that have compatible properties to effect desired
assemblies. In one embodiment libraries of parts may be provided
with different properties. There may, for example, be a library of
shaft objects available to a user to accomplish joins to make
hinged assemblies. There might be in the library shafts of
different diameters in small increments, and length in small
increments. There may be a search function as well for the user to
use to find an already-created shaft of desired length and diameter
to copy into his or her drawing. There is no particular limit to
the size of such libraries, and users may choose to donate new
parts created to such a library, where the new objects may be
catalogued and made available to others.
[0056] In yet another embodiment of the invention an assembly
engine might alter properties of an object to suit a join
determined to be desired by a user. For example, having joined
objects 306 and 301 with 306 in slot 309 and the holes aligned, the
user may select a generic shaft and copy it into his drawing. In
this embodiment, as the user drags the shaft toward the holes, and
the system of the invention determines with a high probability that
the user intends that the shaft join in the holes to finish the
hinge joint, the system in this embodiment may resize the length
and outside diameter of the shaft to be suitable. The same
functionality might be used to adjust the width of object 306 to
fit nicely into slot 309, or may adjust the width of the slot and
the width of object 306 to be suitable. There are many such
possibilities.
[0057] A skilled person will recognize that the embodiments
described are exemplary, and may be accomplished in a number of
different ways, and alterations may be made in embodiments without
departing from the spirit and scope of the invention. In an
embodiment of the invention, the system notes compatible features
between two objects and joins the objects accordingly. The features
may be of many different sorts. For example, one object may have a
knob and the other a hole, and the join may be with the knob in the
hole. The knob and the hole may have any one of a variety of
shapes, and the system spots compatible shapes that may be joined.
One may have a ball socket and the other a ball, and the join will
be a ball-and-socket assembly. A weld constraint may be included,
and in some cases the system may ask the user at some point in the
manipulation of one or both objects, which of several available
"smart constraints" may be desired. The user in this case can
select. The breadth of the invention is limited only by the claims
that follow.
* * * * *